COCKROACH SALAD

In Cockroach Salad players create a common salad packed with lettuce, peppers, tomatoes and cauliflower – but they won't always be saying which ingredient they're adding to the bowl! The 128 cards – 120 vegetable cards in the four types and eight "taboo" vegetable cards, two of each type that bear cockroaches – are shuffled and divided among the players. On a turn, a player plays the top card from his deck onto the central pile of cards, naming the vegetable as he plays it, e.g., "Pepper!" – except in the following situations: • If his vegetable matches the previously played vegetable, the player must lie.• If his vegetable matches the claim made by the previous player (perhaps because that player lied), then the player must lie.• If he plays a taboo card, he shouts "Cockroach!" and the next player starts a new pile next to the first one so that the taboo card remains visible.• If his vegetable matches a visible taboo card, he must lie. Make a mistake or stumble or hesitate too long, and a player must pick up all cards played to that point in the game. The first player to run out of cards wins! Can be combined with Cockroach Soup.
$29.00
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COCKROACH POKER ROYAL

As in its parent game Cockroack Poker, Cockroach Poker Royal has nothing to do with poker – except that the game is all about bluffing, but with cards showing cockroaches, rats and stink bugs instead of queens, 10s and aces. To set up the game, shuffle the deck and deal the cards out to players. On a turn, a player takes one card from his hand, lays it face down on the table, slides it to a player of his choice, and declares a type of critter, e.g., "Stink bug". The player receiving the card either: Accepts the card, says either "true" or "false", then reveals the card. If this player is wrong in her claim, she keeps the card on the table in front of her face up; if she is right, the player who gave her the card places it face up before him.Passes the card to another player, peeking at it first, then keeping it face-down and either saying the original type of critter or saying a new type. This new player again has the choice of accepting the card or passing it, unless the card has already been seen by all other players in which case the player must accept it and make a true/false claim.The game ends when a player has no cards to pass on his turn or when a player has four cards of the same critter on the table in front of him. In either case, this player loses and everyone else wins. To this, Cockroach Poker Royal adds new rules and new nasty "royal" critters to create more options for players during the game.
$29.00
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COCKROACH SOUP

In Cockroach Soup players work together to create a soup from leeks, peppers, carrot and mushrooms – but they won't always be saying which ingredient they're adding to the pot! The 128 cards – 112 vegetable cards in the four types and 16 "taboo" vegetable cards, four of each type that bear cockroaches – are shuffled and divided among the players. On a turn, a player plays the top card from his deck onto the central pile of cards, naming the vegetable as he plays it, e.g., "Pepper!" – except in the following situations: • If his vegetable matches the previously played vegetable, the player must lie.• If his vegetable matches the claim made by the previous player (perhaps because that player lied), then the player must lie.• If he plays a taboo card, which shows a cockroach slurping from a spoon, he must slurp and the next player starts a new pile next to the first one so that the taboo card remains visible.• If his vegetable matches a visible taboo card, he must slurp – unless the last person who played such a card slurped, in which case he must say, "Mmmm". Make a mistake or stumble or hesitate too long, and a player must pick up all cards played to that point in the game. The first player to run out of cards wins! Can be combined with Cockroach Salad.
$29.00
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DECRYPTO

Players compete in two teams in Decrypto, with each trying to correctly interpret the coded messages presented to them by their teammates while cracking the codes they intercept from the opposing team. In more detail, each team has their own screen, and in this screen they tuck four cards in pockets numbered 1-4, letting everyone on the same team see the words on these cards while hiding the words from the opposing team. In the first round, each team does the following: One team member takes a code card that shows three of the digits 1-4 in some order, e.g., 4-2-1. They then give a coded message that their teammates must use to guess this code. For example, if the team's four words are "pig", "candy", "tent", and "son", then I might say "Sam-striped-pink" and hope that my teammates can correctly map those words to 4-2-1. If they guess correctly, great; if not, we receive a black mark of failure. Starting in the second round, a member of each team must again give a clue about their words to match a numbered code. If I get 2-4-3, I might now say, "sucker-prince-stake". The other team then attempts to guess our numbered code. If they're correct, they receive a white mark of success; if not, then my team must guess the number correctly or take a black mark of failure. (Guessing correctly does nothing except avoid failure and give the opposing team information about what our hidden words might be.) The rounds continue until a team collects either its second white mark (winning the game) or its second black mark (losing the game). Games typically last between 4-7 rounds. If neither team has won after eight rounds, then each team must attempt to guess the other team's words; whichever team guesses more words correctly wins.
$40.00
2 in stock

MICROMACRO CRIME CITY

Crimes happen in the city!With the view for details you'll be searching for facts: Look for the scenes that provide you with the correct facts to solve the crime cases.The giant city map (75 x 110 cm) is home to a myriad of hidden information. Different difficulty levels lead the players step by step into the game.Players must work closely together to find out what happened.The case cards contain questions for which the group must find the right answers. Every criminal case is unique and hides amazing information!
$80.00
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MYSTERIUM

A horrible crime has been committed on the grounds of Warwick Manor and it's up to the psychic investigators to get to the bottom of it.  In Mysterium, one player takes on the role of the ghost and over the course of a week, tries to lead the investigators to their culprit. Each night the team will be met with visions, but what is the ghost trying to tell you? Can the psychics determine the weapon, location and killer or will a violent criminal pull off the perfect murder? 2-7 players Ages 10 to adult 45 minutes playing time To find out more about Mysterium, head into Doug's Dungeon.
$90.00
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SHERIFF OF NOTTINGHAM: 2ND EDITION

Will the Merchants get their goods past the Sheriff? The bustling market in Nottingham is filled with goods from all over the kingdom. Most of it is entirely legal, however, Prince John is looking to make sure no contraband gets sold. He’s tasked the Sheriff to inspect Merchant’s wares, looking for any illicit goods. The Sheriff’s shrewd, but not above taking a bribe to look the other way. Which Merchant will end up getting the best goods through and make the largest profits in the market stalls? In Sheriff of Nottingham 2nd Edition, players take turns playing the Sheriff, looking for contraband goods, and the Merchants trying to stock their Stall with the best goods. The Sheriff can inspect any bag they want, but they must be careful, as they’ll have to pay a penalty if they find the Merchants were telling the truth. This new edition includes updated rules, as well as expansions such as the 6th Merchant, Black Market, and Sheriff’s Deputies. The game box contains 110 Gold Coins, 216 Goods cards, 6 Deputy cards, 6 Black Market cards, 2 Deputy standees, 6 Merchant stands, 6 Merchant bags, a Sheriff standee, a Booty tile, and a rulebook  
$75.00
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SECRET HITLER

Secret Hitler is a social deduction game for 5-10 people about finding and stopping the Secret Hitler.Players are secretly divided into two teams: the liberals, who have a majority, and the fascists, who are hidden to everyone but each other. If the liberals can learn to trust each other, they have enough votes to control the elections and save the day. But the fascists will say whatever it takes to get elected, advance their agenda, and win the game.- Material, art paper+wooden components.- Hidden roles and secret envelopes for five to ten players- The liberals must find and stop the Secret Hitler before it's too late- Players must try to figure out if they were betrayed or simply unlucky.- It's a Perfect Gift for Birthday Party, Holiday, Christmas
$110.00
2 in stock

CITADELS REVISED EDITION

The Kingdom is in need of a new Master Builder, and you are among those vying for the prestigious post. Recruit local citizens and use their unique expertise to outwit your rivals. Only the most majestic metropolis will earn its creator the coveted title of Master Builder! This revised edition of Citadels retains the signature bluffing and intrigue of Bruno Faidutti’s celebrated classic, condensing all the published content into a travel-friendly version at an unbeatable price. A game of intrigue awaits!
$55.00
1 in stock

CITADELS: DELUXE

In Citadels, players take on new roles each round to represent characters they hire in order to help them acquire gold and erect buildings. The game ends at the close of a round in which a player erects their seventh building. Players then tally their points, and the player with the highest score wins. The Deluxe edition of Citadels includes twenty-seven characters - eight from the original Citadels, ten from the Dark City expansion, and nine new ones - along with thirty unique building districts, and the rulebook includes six preset lists of characters and districts beyond the starter list, each crafted to encourage a different style and intensity of gameplay. 2-8 Players 45 minutes playing time Ages 10 to adult
$55.00
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BANG!

"The Outlaws hunt the Sheriff. The Sheriff hunts the Outlaws. The Renegade plots secretly, ready to take one side or the other. Bullets fly. Who among the gunmen is a Deputy, ready to sacrifice himself for the Sheriff? And who is a merciless Outlaw, willing to kill him? If you want to find out, just draw (your cards)!"  The card game BANG! recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal. Four different Roles are available, each with a unique victory condition: Sheriff - Kill all Outlaws and the Renegade Deputy - Protect the Sheriff and kill any Outlaws Outlaw - Kill the Sheriff Renegade - Be the last person standing A player's Role is kept secret, except for the Sheriff. Character cards are placed face up on table, and also track strength (hand limit) in addition to special ability. There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within "range" of your current gun. The target player can play a "MISSED!" card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter: it can only be used once, but targets all other players at the table! Information on the cards is displayed using language-independent symbols, and 7 summary/reference cards are included.
$45.00
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DUNE – CHOAM & RICHESE HOUSE EXPANSION

This expansion adds two new factions, the CHOAM and the Richese, to the Dune boardgame, along with 2 new variants. The Combine Honnete Ober Advancer Mercantiles or CHOAM controlled much of the economic affairs across the cosmos, and had a keen interest in Arrakis above and beyond spice production. Because of its control of inter-planetary commerce, CHOAM was the largest single source of wealth in the Imperium. Influence in CHOAM was a major focus of political maneuvering in the Imperium, both to maximize dividends and also to skim profits. The leaders and bureaucrats of CHOAM were dedicated to controlling vital products that enriched the Great Houses . . . and CHOAM itself. House Richese, just like the Ixians, had a well-earned reputation for ingenuity, and created important technological inventions. But Count Ilban Richese suffered a number of business blunders that threatened to bankrupt their fortunes. After being ousted from governing Arrakis, they were reduced to selling off important creations simply to raise enough funds to continue their efforts to compete. This expansion also introduces Leader Skills, which let you assign a skill like Mentat, Swordmaster of Ginaz, or Prana Bindu Adept to one of your leader discs. It also included Advanced Stronghold Cards, which give you a "homefield advantage" when battling in a stronghold you control.
$45.00
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LOVE LETTER: PRINCESS PRINCESS EVER AFTER

Win the Princess’ Heart! Find the perfect ally to secretly carry your letter to Princess Isadora and win her heart in this quick game of risk and deduction based on the award-winning Love Letter card game! Entrust your message to the nearly invincible Ogre, the lightning fast Unicorn, or her close friends, Princess Sadie and Princess Amira!   Features: Set in the Enchanting world of K. O’Neill’s Princess Princess Ever After! Based on the award-winning Love Letter card game! Includes 21 tarot-sized character cards and 13 acrylic favor tokens! Enjoy with 2-6 players, ages 10+in 20min!   Contents Summary: 21 Tarot-Sized Character Cards 6 Reference Cards 13 Acrylic Favor Tokens 1 Rules Sheet
$45.00
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COUP

In the not too distant future, the government is run for profit by a new 'royal class' of multi-national CEOs.Their greed and absolute control of the economy has reduced all but a privileged few to lives of poverty and desperation.Out of the oppressed masses rose The Resistance, an underground organization focused on overthrowing these powerful rulers. The valiant efforts of The Resistance have created discord, intrigue and weakness in the political courts of the noveau royal, bringing the government to brink of collapse. But for you, a powerful government official, this is your opportunity to manipulate, bribe and bluff your way into absolute power.  To be successful, you must destroy the influence of your rivals and drive them into exile. In these turbulent times there is only room for one to survive. 2-6 Players Ages 10 to adult 15 minutes playing time
$35.00
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CODENAMES

Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES.  In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin.    Codenames: Win or lose, it's fun to figure out the clues. 2-8 players Ages 10 to adult 15 minutes playing time To find out more, head into Doug's Dungeon.
$45.00
1 in stock

DUNE (FILM TIE-IN EDITION)

Take part in one of the most famous science-fiction stories of all time. Dune: A Game of Conquest and Diplomacy builds on 40 years of development, refinement, and evolution from the original classic game. It has the same beloved DNA, flavor, tension, and themes, but with new game-board design, more spice, new streamlined rules, and a new market deck from which you can purchase game advantages. Also, the brand new two-player mode really opens up new gaming opportunities, all making the game more accessible for even the most casual gamer. In Dune, you will take control of one of the four great factions—House Atreides, House Harkonnen, the Fremen, and the Imperium—all vying to control the most valuable resource in the universe: melange, the mysterious spice only found at great cost on the planet Dune. Ship your forces to Dune, harvest spice, seize control of strongholds, and destroy your enemies. Who will control Dune? You decide! The game is played multiple phases, some of which don't have player specific actions, like in the Spice phase, a Spice Blow card is drawn and spice is added to the board in two territories, or else a Sandworm attacks that last two territories where spice was placed. But on the card phase, each player draws up to a hand of 4 Battle cards, and then may purchase Market cards up to a hand of 3 for 2 spice each. On the Shipping and Movement Phase, players take turns adding forces to the board and then moving forces on the board. Each player's faction has The game plays 3 to 5 Rounds. Starting on Round 3, the game can end if a player occupies 3 strongholds at the end of the Round. If no one occupies 3 strongholds at the end of Round 5, then the player with the most spice wins (and each stronghold they occupy counts as 5 spice).
$95.00
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DUNE: BETRAYAL

In the social deduction game Dune: Betrayal, players take on the identity of one of the iconic characters of Dune, each representing a distinct role within the factions vying for control amid the sands of Dune. Your goal is to learn the identities of your foes while protecting your nobles, forming alliances, and utilizing tools to gain knowledge, and therefore power. Pay close attention to determine your allies and enemies, then defend your allies and attack your foes to secure victory.
$45.00
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A WAR OF WHISPERS

A War of Whispers is a competitive board game for 2 to 4 players. Five mighty empires are at war for the world, but you are no mighty ruler. Instead, you play a secret society that is betting on the results of this war while pulling strings to rig the results and ensure their bets pay off. A War of Whispers is a game of deep strategy, hidden agendas, and shifting loyalties. You start the game with five loyalty tokens, each corresponding to one of the five different empires, bet randomly on a loyalty value. Your primary goal is to ensure that when the game ends, the empires you are most loyal to control the most cities across the globe. Gameplay consists of turns broken down into four phases: Deploy agents phase: In player order (starting with the first player and proceeding clockwise), each player removes, then deploys agents to empire councils, the positions on the board marked Sheriff, Steward, Marshall, and Chancellor. Empire turns phase: Each council position on each empire council will take an action. If a player has acquired cards, they may play them during this phase. Cleanup phase: Add the turn marker to the next space on the turn tracker, then each player discards down to the hand limit of five cards. Swap phase: In player order, each player may swap two of their unrevealed loyalty tokens. If you choose to do so, you must reveal both of the swapped loyalty tokens. They remain revealed for the rest of the game. Gameplay repeats itself in this order four times. When the last space on the turn track is filled, the game ends immediately and scoring commences. The player with the most points based off their empire loyalties and the cities they control wins.  
$120.00
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KILL DOCTOR LUCKY DELUXE 24 3/4 ANNIVERSARY EDITION

Welcome to Lucky Mansion, a sprawling country estate filled with unusual weapons, good hiding places, and craven killers. Killers like you. The object? To kill Doctor Lucky. The obstacles? For one thing, all your friends would rather do it first. For another, Doctor Lucky is aptly named. You would think that after being stabbed, poisoned, and poked in the eye, the old man would be long gone. But it's been nearly 25 years since folks first started trying to kill him, and he keeps coming back stronger than ever. In this notorious game, an inversion of Clue, you hate Doctor Lucky. Maybe he left you out of his will. Maybe he killed your pet rock. Whatever the reason, you want him dead. Unfortunately, so do the other players. Since you don't want to go to jail, you need to make your attempt in secret; if anybody can see you, whistle nonchalantly, and let the Doctor live ... until next time. Players move around the mansion, collecting murder weapons (to make the murder attempt stronger - doubly so if the weapon is used in an appropriate location); failure cards (to thwart opponents' plans); and movement cards (to try to get together with Doctor Lucky in a secluded location for his inevitable demise.) Players try to convince others to use up their failure cards first, the better for when their own attempts come.
$80.00
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INCAN GOLD

 Incan Gold — is a quick, fun press-your-luck game. Players venture down mine shafts or explore paths in the jungle by turning up cards from a deck and evenly sharing the gems they find on the way, with any leftover gems being placed on the card. Before the next card is revealed, you have the chance to leave the mine and stash your holdings, including any gems you get on the way out. Why would you leave? Because the deck also contains hazards: scorpions, snakes, poison gas, explosions and rockfalls. When a particular hazard is revealed for the second time (e.g., a second scorpion), anyone still in the shaft or on the path has to drop all the gems they've collected that round and flee for safety. The trick is that as more players leave each turn, your share of the pie grows larger, which will perhaps inspire you to explore deeper — but at the risk of ending up with nothing. All editions of Incan Gold include five artifact cards that are shuffled into the deck of gem and hazard cards, either one per round or all at once. When an artifact card is revealed, no one can take this card and it's placed on the path. If exactly one player leaves at the end of a turn, they collect not only all gems that remain on the path, but the artifact as well, which is worth points at the end of the game.
$65.00
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